scholarly journals Recent Advances in Wearable Sensors and Integrated Functional Devices for Virtual and Augmented Reality Applications

2020 ◽  
pp. 2005692
Author(s):  
Hojoong Kim ◽  
Young‐Tae Kwon ◽  
Hyo‐Ryoung Lim ◽  
Jong‐Hoon Kim ◽  
Yun‐Soung Kim ◽  
...  
2021 ◽  
Vol 31 (39) ◽  
pp. 2170289
Author(s):  
Hojoong Kim ◽  
Young‐Tae Kwon ◽  
Hyo‐Ryoung Lim ◽  
Jong‐Hoon Kim ◽  
Yun‐Soung Kim ◽  
...  

2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


2021 ◽  
Vol 31 (39) ◽  
pp. 2170292
Author(s):  
Tae‐Heon Yang ◽  
Jin Ryong Kim ◽  
Hanbit Jin ◽  
Hyunjae Gil ◽  
Jeong‐Hoi Koo ◽  
...  

2015 ◽  
Vol 6 (2) ◽  
pp. 1
Author(s):  
Judith Kelner ◽  
Eduardo Albuquerque

This special issue of the JIS (SBC Journal on Interactive Systems) acknowledges the best papers of the XVII Symposium on Virtual and Augmented Reality (SVR 2015). SVR – the most important event on Virtual and Augmented Reality in Brazil in the last 17 years. Academic and professional members of the Brazilian Computer Society (SBC) support the conference since its beginning. To attend reader expectations, the selected papers come from different sub-areas of the Virtual and Augmented Reality. The developments introduced in the papers reflect important recent advances and achievements by the community. More specifically, this issue includes studies on crowd simulation, gesture driven interaction, the use of a camera as a pointing device, and tracking by applying grayscale conversion.


2021 ◽  
Vol 2096 (1) ◽  
pp. 012202
Author(s):  
L V Kurzaeva ◽  
T B Novikova ◽  
R Kornev ◽  
P E Majorov ◽  
D I Borovskikh

Abstract The rapid development of virtual and augmented reality technologies today takes place in almost all areas of activity. The relevance of the study is due to the modern demand for developers to use the latest technologies in the field of game development. Currently, technology is becoming more popular, ensuring that the player is immersed in virtual reality. One of these technologies is a suit with wearable sensors that track the position of a person in space in real time. However, this technology is quite young, but has already gained popularity due to its extensive use capabilities and combinations with other game gadgets. Therefore, at the moment there is a problem of no examples of application development using this technology. This article demonstrates the possibilities of a suit with wearable sensors when creating an entertainment application.


2021 ◽  
pp. 2008831
Author(s):  
Tae‐Heon Yang ◽  
Jin Ryong Kim ◽  
Hanbit Jin ◽  
Hyunjae Gil ◽  
Jeong‐Hoi Koo ◽  
...  

2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


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